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Analyzing Microsoft DirectX* Applications from Intel® Graphics Performance Analyzers for Windows* Host

When profiling Microsoft DirectX* applications with Intel® Graphics Performance Analyzers (Intel® GPA), you can:

Last updated on 09/23/2016 - 03:58
Blog post

DirectX* 12 Collaboration with Microsoft

Today at GDC 2015, Intel showed demos running on Intel hardware using the new DirectX* 12 API from Microsoft.

Authored by Randi Rost (Intel) Last updated on 09/28/2016 - 15:57
Documentation

Profiling DirectX* 12 Frames from Intel® Graphics Performance Analyzers for Windows* Host

Graphics Performance Analyzers

Last updated on 09/23/2016 - 03:58
Documentation
Documentation

Profiling DirectX* Frames from Intel® Graphics Performance Analyzers for Windows* Host

Graphics Performance Analyzers

Last updated on 09/23/2016 - 03:58
Article

Optimizing DirectX* 8.0 Vertex Shaders

Optimizing DirectX* 8.0 Vertex Shaders
Authored by admin Last updated on 09/28/2016 - 15:57
Article

Introduction to Resource Binding in Microsoft DirectX* 12

In DirectX 12, Microsoft reduced resource overhead to improve application efficiency, cutting CPU usage by more than half. This decreases energy consumption and allows gamers a longer play time on mobile devices. Wolfgang Engel of Confetti describes the new resource binding mechanisms that developers will need for managing and tracking resources with DirectX 12.
Authored by admin Last updated on 09/28/2016 - 15:57
Article

Performance Considerations for Resource Binding in Microsoft DirectX* 12

Wolfgang Engel, CEO of Confetti, describes how to pick different resource binding mechanisms to run an application efficiently on specific Intel’s GPUs, folowing the release of Windows* 10 and the 6th generation Intel® Core™ processor family (code-name Skylake).
Authored by admin Last updated on 09/28/2016 - 15:57
Article

Developing 3D Games for Windows* 8 with C++ and Microsoft DirectX*

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Authored by admin Last updated on 09/28/2016 - 15:57
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